Special Ability: Warlock Spells. The
Warlock starts with 2 of the following Warlock Spells (roll randomly). Should the
Warlock gain a skill raise, he may choose to randomly generate a new Spell from
the following list instead.

1. Warlock's Fire: An eerie glowing light appears around the targeted
model, inflicting a Strength 4 hit immediately. This flickering light also prevents
the affected model from hiding and grants a +1 bonus to all ranged attacks against
the affected model. In each of the affected model's Recovery Phases roll a d6. On
a 1-4 the light flickers out, on a 5-6 it does not and inflicts a Strength 3 hit
on the affected model. Difficulty: 7, R: 9".

2. Warlock's Step: Move the Warlock to any location on the board
within 24" where the model can stand and that is not in base to base contact
with another model. Difficulty: 7; R: 24".

3. Warlock's Deflection: The Warlock magically protects himself
from harm, gaining a special 3+ unmodifiable save. Lasts until the Warlock casts
another spell. Difficulty: 5.

4. Warlock's Assault: The targeted model must roll under its T
or be bedeviled by painful stinging magics, causing the model to become temporarily
Stunned regardless of Wounds. Difficulty: 6; R: 8".

5. Warlock's Shout: All enemy models within 6" of the Warlock
must make a Ld roll on 3d6 (yes, 3d6) or become Stunned. Not vs Immune to Fear or
Immune to Psychology. Difficulty: 8, R: 6".

6. Warlock's Command: The target must make a Leadership roll; if
they fail the Warlock's player controls that model and treats it as a member of
their own warband. Lasts until the Warlock is Stunned, Knocked Out, goes Out of
Action, or casts another spell. Not vs Immune to Psychology. Any model still controlled
at the end of the game reverts to the owning player's control. Difficulty: 8, R:
6".